#ifndef FUNCTIONPROTOTYPES_H
#define FUNCTIONPROTOTYPES_H
#include "MainHeader.h"
int DoScroll(LPARAM lParam);
int EditLayers(WPARAM wParam,LPARAM lParam);
void  ChangeScrollbars(HWND dialogwnd,int Res,int Scroll);
void UpdateScroll(HWND dialogwnd,WPARAM how,int isvertical,int Res,int Scroll);
int DrawPSprite( SprGBuf* SpriteDetails);
int DecodeSprite(SprGBuf* tSprite,u32 Offset);
LRESULT CALLBACK TextPicProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int Gimmeasprite(int X, int Y,int giveback);
//yPos = GET_Y_LPARAM(lParam); 
// define your globals like so:
int SetCurSprite();
int PopulateSpriteArray();
int MFLoadSet(GFXData* spritedata,PalData*Palettedata, sprite_entry* SpriteInfo,u8 SpriteSetNo);
int  EditThisLayer(nRoomBuff * Layer, WPARAM wParam, LPARAM lParam, u8 usens, u16 ToUse, int mul = 16);

int HandleMapLeftButton( UINT message, WPARAM wParam, LPARAM lParam);

int  DrawTileRect(HDC hdc,MousePointer mpointer,int mul = 16);
int GimmeAdoor(int X,int Y);
int LoadEnemies();
int UserEnableConnections();
int SaveDoors();
int initDoorWnd();
int LoadThisDoor(int DoorNo);

BOOL CALLBACK DwProc (HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam);
long Resize(RectBuff Rect,int Button, int X, int Y);
int InitTileSel();
int GetArrays();
int HandleDetections(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam);
int SetUpCombos(int combon);
int LoadPal(PalData* palinfo,sprite_entry* spriteset, long *Palette);
int LoadSet(GFXData* spritedata,PalData*Palettedata, sprite_entry* SpriteInfo,u8 SpriteSetNo);
int LoadSpriteToMem(GFXData* ginfo,sprite_entry* spriteset,u8* GraphicsBuffer, TileBuffer* tb);

#endif